Resident Evil 5 Walkthrough and Strategy Wiki SuperGuide

Apr 8, 2012

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Chapter 2-2

Sep 21, 2009

Train Compound

The Adjule are too short to trigger the bombs. Even after killing the Majini, they may transform into Kipepeo.

The Chapter starts inside a small run down office. There is plenty of items and ammo sitting around, so take the time to stock up. When ready, go through the door on the left to exit into the train compound. As with the previous chapter, explosives are rigged to the train cars with tripwire. The majority of the enemies here are Adjule, which are too short to trip the bombs. You'll have to destroy the explosives with your guns and fight the dogs on your own. When the coast is clear, move left and climb on top of the train.

Destroy the bombs before the mine cart collides with the explosives.

Standing on top of the train cars are Majini with crossbows. Even after defeating them, Kipepeo will burst out of their bodies, so you'll have to deal with those too. The previous tactics of using your handgun or machinegun is still valid. When ready, jump left across the train roofs and land inside a mine cart. The cart will automatically move forward. On the right wall will be two more tripwire bombs. You'll need to shoot the bombs before the cart moves into the blast radius. Once the cart stops at the mine entrance, jump out and go back a bit to collect some gold. Now you can go ahead with the elevator.

The Mines

Chris or Sheva will need to hold the flashlight to see in the cave.

The mine is pitch black, making it nearly impossible to see the terrain. Move forward and there will be a flashlight on the ground. Take the flashlight or command Sheva to hold it. Who ever wields the light will be unable to shoot, but can still pick up items. To un-equip the light, draw one of your weapons. Because you'll only have half the fire power, the character without the light should wield the Ithaca M37.

Move straight down the mine and kill any Majini that get in your way. Several of the enemies can also transform into Cephalo. If this happens, switch to longer range weapons, and drop the flashlight to re-allow two shooters. Along the walls of the mine will be many crates and barrels, so be sure to break them open and take the random items inside. Also keep an eye out for treasure stones attached to the ceilings.

Which ever character opens the gate will be trapped. The other character will have to open it from the other side.

At the end of the long tunnel way, you'll arrive at a gate and switch. The gate can only stay open when one character holds the switch; when they let go, the gate will instantly close. You may choose wheatear Chris or Sheva is the one that holds the switch. If Sheva presses the switch, move forward into the next room and Sheva will be jumped by several Majini. Quickly move forward and press a second switch to open the gate for her, vice-versa. Kill the Majini, grab anything they may drop, and wait for Sheva to open the gate.

Use the ladders to climb up the walls.

Once both characters are passed the gate, more Majini will swarm the area. But there's a catch, the area is big enough and the enemies are spread out enough that there is very little threat. Instead of trying to kill every enemy, concentrate on moving forward, and ascend the ladders on the walls. Proceed right, and you'll run straight into three Majini. Kill or stun these enemies, travel right, and use the elevator to arrive at the cliffs.

There are a few more Majini near the top.

Mountain Pass

Climb the stairs to discover Irvining. After the cut-scene, grab the Dragunov SVD in the locker.

Move forward and collect the herbs lying on the floor. Continue left, up the stairs to start a cut-scene. Once you've regained control, a horde of Majini will swarm your way. There is a turret off in the distance, and any Majini that walk by will man it. To take care of this threat, move left and open the locker to gain a Dragunov™ SVD rifle, which fires faster than the S75 you may already have. Use the rifle's sniper scope to kill the enemies, making sure to aim for the head for instant kills.

Snipe carefully to kill the turret Majini.

When the swarm of enemies is killed, move forward and ascend the cliff. Chris will have to trek up the cliff road, however there are several broken ladders that can be used to assist jump Sheva to higher levels. From here, she can provide cover fire and flank any on coming Majini. Again, don't forget to look at the walls as there are a couple of treasure stones there which you can shoot down.

Sheva can be boosted to higher levels. Push the container to move to the boss.

Kill all of the Majini and reach the top. Here, there will be a Big storage container that blocks your path. Use an assist action (Circle button/B button) to move the container and descend to a clearing where Popokarimu, the chapter boss, is waiting.

BOSS: POPOKARIMU

Place proximity bombs around the area to damage Popokarimu.

The Popokarimu® is a Bat-Caterpillar Hybrid that alternates between flying in the air and crawling on the ground. On the ground, it uses a powerful charge-attack that can do a lot of damage, but has a SLOW wind up to avoid easily. Laying around the area is a huge cache of proximity bombs, mines that will damage the enemy but can be safely picked up by Chris and Sheva. Place these bombs on the ground and wait for Popokarimu to walk over them, damaging and momentarily stunning itself (keep in mind, there won't be any mines here at the professional level so you'll have to make do with grenades/grenade launcher or whatever else explosive weapons you may have collected by the time you reach pro, or just shoot it down from the sky so it lands on its side). While its stunned, unload as many shots as possible. Repeat this process around 7 to 9 times to kill Popokarimu and end the chapter. If you have a stun rod and the Popokarimu is laying on its side squriming, you can kill it before it gets up with the Stun Rod. You will not need any Proximity bombs that way since when you shoot it when it is in the sky, it will land on its side.